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Dark Magic Dark Magic Faerûn
Dark Magic Dark Magic Faerûn
FAERÛN
R P Davis
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft,
Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content Agreement for Dungeon
Masters Guild.
All other original material in this work is copyright 2020 by R P Davis & Kabouter Games
and published under the Community Content Agreement for Dungeon Masters Guild.
2
You know how I stayed alive this long? All these
years? Fear. The spectacle of fearsome acts. Somebody steals from
me, I cut off his hands. He offends me, I cut out his tongue. He rises
Poisons
W
hile not precisely magical, poisons
against me, I cut off his head, stick it on a pike, raise it high up so
are refined through alchemy, which is
all on the streets can see. That’s what preserves the order of things.
certainly adjacent to magic, practiced by
Fear.
wizards throughout the known universe.
—Bill the Butcher
Moreover, creatures dedicated to evil use
poisons as a matter of course. It is only
Introduction meet that they are discussed in detail.
Poisons vary wildly in how they’re used, the effects they
F
aerûn is soaked in magic. From the produce, and how they’re created. Below is an assortment
lowliest cantrip to the mightiest, world- of poisons to supplement those listed in the Dungeon
changing spell, magic threads its way Masters Guide.
through the lives of even the most Poisons Table
mundane denizen of the Forgotten Realms.
Item Type Price per dose (gp)
Magical objects range from simple trinkets,
like a pair of slippers that magically keep your feet warm, to Amasstarte Inhaled 750
unfathomable artifacts capable of bending if not shattering Battasss Inhaled 1,000
the very fabric of space and time. Blue Frog Paste Injury 500
In Faerûn, heroes quest for magic, either to keep it Cave Terror Ingested 200
themselves to aid them in their adventures or to seize it from
Duthlah’hass Inhaled 2,000
the hands of a nefarious villain. Other books in this series
detail items suitable for heroes. This book takes a different Ektharisss Inhaled 750
tack: It gives you an assortment of thoroughly evil items, Faele Inhaled 1,250
foul things that only the most despicable villain would find Hooloond Inhaled 1,500
attractive, meant for the discerning and calculating Dungeon Jalass Inhaled 1,000
Master to season a campaign with repulsive flavor.
Laeriss Inhaled 300
Villains employ the same magic items available to heroes.
Villains also use magic items that only appeal to wicked Ruusstantar Inhaled 750
people, those who dominate, horrify, or peel the skin off Sickstone Unguent Injury 1,500
other people while they're still alive. These items and Sleep Poison Injury 300
abilities, while not necessarily evil themselves, are ideally Sleep-Smoke Inhaled 50
suited to evil use.
Sssartisss Injury 400
If experience is anything to go by, players of all alignments
will be outfitting their characters with them within a few Stun Gas Inhaled 50
minutes of opening this book. Ts’ous Ingested 400
That's players for you. Ulathlasss Inhaled 1,500
As always, each item has been carefully updated to 5th Virile Madness Ingested 1,200
Edition from sourcebooks dating to previous editions.
Note: You'll no doubt notice that this book breaks with
the 5th Edition standard of listing an ability score with a skill Poison Descriptions
name when a check or bonus is indicated. This is deliberate. Each type of poison has its own debilitating effects.
I encourage DMs to think as laterally as their players when Amasstarte. Green smoke shot through with glittering
considering which ability applies to a particular check. silver flecks hallmarks this poison. A creature subjected
to this poison must make a DC 13 Constitution saving
throw. On a failure, for 1 minute the creature is poisoned
R P Davis and affected as though by a slow spell. A the start of each of
its turns, the creature repeat the saving throw, ending the
effects on itself on a success.
Battasss. This reddish smoke carries a rank smell of burned
milk. A creature subjected to this poison must succeed on
a DC 14 Constitution saving throw or be poisoned for 1
hour. If the saving throw fails by 5 or more, the creature is
also unconscious while poisoned in this way. The creature
wakes up if it takes damage or if another creature takes an
action to shake it awake.
Blue Frog Paste. The lizardfolk of Chult know that the
otherwise harmless bright blue frogs of the deep jungle
secrete a unique poison. Mixing it with other natural
3
substances produces a highly toxic oil suitable for applying takes half as much damage and isn’t poisoned. In addition, an
to weapons. A creature subjected to this poison must make affected creature takes 3 (1d6) poison damage at the start of
a DC 16 Constitution saving throw, taking 26 (8d6) poison each of its turns. At the end of each of its turns, an affected
damage on a failed save, or half as much damage on a creature can repeat the saving throw, ending the effects on
successful one. itself on a success.
Cave Terror. Distilled from certain fungi found only in Sickstone Unguent. A paste made from a variety of
the deepest caverns, cave terror is often used to lace food. ingredients, including some known only to duergar and
A creature subjected to this poison must make a DC 16 illithids, this powerful poison is often used by duergar
Constitution saving throw. On a failure, the creature is against surface dwellers. A creature subjected to this poison
affected as though by a confusion spell for 1d6 hours. must succeed on a DC 15 Constitution saving throw or
Duthlah’hass. The smoke produced by duthlah’hass is become poisoned for 4d6 hours. A creature poisoned in this
yellowish and stings the eyes and nostrils. A creature way is incapacitated.
subjected to this poison must make a DC 16 Constitution Sleep Poison. Chultan lizardfolk have developed a
saving throw. On a failure, the creature is affected as though technique for distilling the extract of several jungle plants
by a feeblemind spell for 1d6 hours. to produce a poison that renders enemies unconscious. A
Ektharisss. The smoke of this poison is a deep purple creature subjected to this poison must succeed on a DC
tinged with blue, and has a pronounced citrus aroma. A 14 Constitution saving throw or be poisoned for 1 hour.
creature subjected to this poison must succeed on a DC 16 If the saving throw fails by 5 or more, the creature is also
Constitution saving throw or again a level of exhaustion and unconscious while poisoned in this way. The creature wakes
be poisoned for 1 hour. up if it takes damage or if another creature takes an action to
Faele. Producing a dark blue smoke that smells like rotting shake it awake.
flesh, faele saps strength and stamina. A creature subjected
to this poison must succeed on a DC 16 Constitution saving
throw or have disadvantage on melee weapon attacks,
as well as Strength and Constitution checks and saving
throws, for 1 hour.
Hooloond. Hoolond generates a yellow smoke with tendrils
of red smoke. Altogether, it is a smoke that resembles
licking flames. The scent of hooloond smoke is often
described as the minty smell of fresh-cut jungle foliage. A
creature subjected to this poison must succeed on a DC
16 Constitution saving throw or take 12 (4d6) poison
damage, and must repeat the saving throw at the start
of each of its turns. On each successive failed save, the
character takes 6 (2d6) poison damage. After three
successful saves, the poison ends.
Jalasss. This poison produces white smoke shot
with rainbow-colored bands of pearly iridescence. It
smells like burning paint. A creature subjected to this
poison must succeed on a DC 16 Constitution saving
throw or be stunned for 1 minute. The creature can
repeat the saving throw at the start of each of its
turns, ending the effect on itself on a success.
Laeriss. Laeriss produces thin, wispy brown
smoke that smells like olive oil when it gets too
hot. A creature subjected to this poison must
make a DC 14 Constitution saving throw. On
a failure, a creature is poisoned for 1 hour, and
takes 2d6 poison and 2d6 acid damage. On a
success, a creature takes half as much damage
and isn’t poisoned.
Ruusstantar. The misty green smoke
produced by this poison is shot through with
ribbons of purple, and it smells like freshly
crushed grapes. A creature subjected to this
poison must make a DC 15 Constitution
saving throw. On a failure, a creature takes
10 (3d6) poison damage and is poisoned
for 1 minute. On a success, a creature
4
Sleep-Smoke. Used primarily by agents of the Xanathar
Thieves’ Guild for kidnapping, sleep-smoke is a dark-gray,
Armor & Shields
V
smoky gas that rapidly dissipates when released into the air. illains are, just as much as heroes,
As an action, you can throw a packet to a point within 60 fond of keeping their precious bodily
feet, creating a 20-foot-radius sphere of smoke. A creature in fluids on the inside where they belong.
the radius must make a DC 14 Constitution saving throw or Without thick, leathery skin, hard scales,
fall unconscious for 1 minute, the sleeper takes damage, or or a chitinous carapace, for humans and
someone uses an action to shake or slap the sleeper awake. humanoids armor will have to suffice.
Sssartisss. A distillate of the venoms of several kinds
of venomous snakes, sssartisss has a bitter smell. A Special Abilities
creature subjected to this poison must succeed on a DC 13
Some armor and shields have a special magical ability
Constitution saving throw, taking 15 (5d6) poison damage
which only triggers by your command or under a specific
on a failed save, or half as much damage on a successful one.
circumstance. These special abilities can be conferred on
Stun Gas. The svirfneblin brew this poison by boiling rare
any armor or shield, and are often conferred on protective
Underdark mushrooms and distilling the fluid. It can be
gear destined to receive AC bonuses as part of the
stored as a liquid, but when the oil interacts with air, the
enchantment process.
poison is released as a puff of gas. The deep gnomes create
Adding a special ability to a piece of armor or shield
special, glass-headed darts to hold it and throw them at
increases the rarity of the item by one degree, and an item
specific enemies or at the walls of caverns to disable large
which only bears a special ability is Uncommon. In addition,
groups. A creature subjected to this poison must succeed on a
if the original item doesn’t require attunement, conferring
DC 13 Constitution saving throw or be stunned until the end
the special ability means the modified item requires
of its next turn.
attunement. Finally, adding a second special ability increases
Ts’ous. This poison is a mixture of cobra venom and the
the item’s rarity by another step. For example, a +1 shield
extracts of several poisonous plants. It smells like overripe
is Uncommon. A +1 drowcraft shield is Rare, a +1 drowcraft
fruit, which makes it easy to disguise it in strongly flavored
gnashing shield is Very Rare, a +2 drowcraft gnashing shield is
food or drink. A creature subjected to this poison must make
Legendary, etc.
a DC 12 Constitution saving throw. On a failed save, it
The following special abilities are presented in
takes 12 (2d12) poison damage and is poisoned for 24 hours.
alphabetical order.
On a successful save, the creature takes half damage and
isn’t poisoned.
Ulathlasss. The dull, heavy, green smoke generated by this Darksoul Protection
poison sinks to the floor as it is produced, and has the aroma Prized by the forces of darkness, darksoul protection items help
of roasting meat. A creature subjected to this poison must you resist effects commonly used against evil creatures.
make a DC 18 Constitution saving throw. On a failed save, it While you wear the armor, you have resistance to
takes an amount of poison damage equal to half its hit point radiant damage.
maximum and is paralyzed for 1 hour.
Virile Madness. A mixture of powdered rare earths and Demonmight Ward
magical rocks boiled in various alchemical fluids, virile Wrought deep in the Nine Hells for use not against demons
madness is a dangerous, tempting poison. It enhances the in the Blood War but against good creatures, your defenses
imbiber’s physical traits while degrading their mental powers increase the more powerful your opponent becomes.
considerably. A creature subjected to this poison must You have a +1 bonus to AC against attacks from good
make a DC 18 Constitution saving throw. On a failed save, creatures. This bonus increases to +2 against attacks from
its Strength and Constitution ability scores are increased good celestials.
to 20, but its Intelligence and Wisdom ability scores are
reduced to 3. Drowcraft
Once in regular use by drow Houses, drowcraft armor has
fallen out of favor with drow warriors. Nevertheless, it
remains powerful.
While you wear the armor and remain in an area of
faerzress, this magic armor grants you a +2 bonus to AC.
Gnashing
Gnashing armor is crafted to depict terrifying creatures that
look like they’re made of teeth. It is said that the first suit of
gnashing armor was crafted by a cleric of Tiamat using teeth
from wyrmlings specially sacrificed to that cause. It is readily
apparent that the faces in the armor bear expressions of
vicious cruelty, baring their teeth and snarling in defiance.
L
ike every other kind of magic item,
damage. In addition, while it grapples you, it takes 1d6 magical armors are usually designed for
piercing damage at the start of each of its turns. a specific purpose, whether to prevent
its wearer from getting hurt or allowing
Halfweight them to do a specific thing. Magic armor
Carefully crafted by certain denizens of the Underdark to designed and crafted by villains (or their
grant their warriors an advantage in battle, these armors are minions) is no different.
examples of exceptional craftsmanship.
You are proficient with this armor even if you lack Cortical Armor
proficiency with medium or heavy armor. Armor (plate), legendary (requires attunement)
6
• You have resistance to bludgeoning, piercing, and slashing
damage from ranged weapons.
• You understand any spoken language you hear. Moreover,
when you speak, any creature that knows at least one
language and can hear you understands what you say.
In addition to its useful functions, the shield has its pitfalls:
Gargauth still inhabits the shield, and can communicate
directly through the shield with its wielder. The archdevil
employs a snarling, cruel voice when doing so. Gargauth
hears words spoken within 30 feet of the shield. While you
wear the shield, the Hidden Lord whispers to you, and his
base urgings are hard to resist. At the start of each of your
turns, you must make a DC 20 Wisdom saving throw or be
compelled to commit an act of cruelty or betrayal within the
next 24 hours.
Hellsteel
Slicing Defender
Armor (scale), rare (requires attunement)
7
After you score a hit one a living creature with a ravenous
Weapons weapon and deal damage, subsequent hits you score against
that creature deal an extra 2d6 damage of the weapon’s type.
J
ust as armor keeps a villain’s precious
bodily fluids on the inside where they belong, This ability can only be applied to a melee weapon that
weapons permit villains (or their agents and deals piercing or slashing damage.
minions) to release an enemy’s soul to its final
reward—or simply cause them unimaginable Smoking
agony. Perhaps the first of these items came from where the
Elemental Plane of Fire meets the Plane of Air. No one
knows for sure.
Special Abilities As an action, you can use the item’s power to cast the
As with armor and shields, some weapons have a special, stinking cloud spell centered on the item. Once you use this
triggered magical ability. These special abilities can be ability, you can’t use it again until you finish a long rest.
conferred on any weapon, and are often conferred on
weapons destined to receive bonuses to hit and damage as Souldrinking
part of the enchantment process. Whenever a souldrinking weapon deals damage, the target
Adding a special ability to a weapon increases the rarity must make a DC 14 Constitution saving throw. On a failure,
of the item by one degree, and a weapon which only bears the target loses a Hit Die. On a critical hit, the target loses 2
a special ability is Uncommon. In addition, if the original Hit Dice), and the wielder gains 2d8 temporary hit points.
weapon doesn’t require attunement, conferring the special The lost Hit Dice are restored after the target finishes a long
ability means the modified item requires attunement. rest. If a target is reduced to 0 or Hit Dice, it dies.
Adding multiple abilities affects weapons as specified under
Armor & Shields. Spellstrike
The following special abilities are presented in A spellstrike weapon allows you to transfer some or all of the
alphabetical order. weapon’s enhancement bonus as a bonus to saving throws
you make to avoid spells and spell-like effects. You choose
Blindsighted how to allocate the weapon’s enhancement bonus at the
While it’s unsheathed, the weapon constantly issues faint start of your turn before using the weapon, and the effect
whispers only you can hear. You gain blindsight out to a on saving throws lasts until the start of your next turn.
range of 30 feet. This bonus stacks with all other bonuses that benefit your
saving throws.
Bloodthirsty
When you reduce a living creature to 0 hit points with this
weapon, you gain 1d6 temporary hit points.
Corrosive
You can use a bonus action to speak the weapon’s command
word and cause it to become slick with a layer of acid.
While the weapon oozes acid, it deals an extra 1d6 acid
damage to any target it hits. The acid lasts until you use a
bonus action to speak the command word again or until you
drop or sheathe the weapon.
Bows, crossbows, and slings with this ability bestow the
acid energy upon their ammunition.
Cursespewing
Whenever a cursespewing weapon deals damage, the target
must make a DC 14 Wisdom saving throw. On a failure, the
target rolls a d4 and subtracts it from the next attack roll,
saving throw, or ability check it makes.
8
Splitting Blackguard's Blade
Carved with V-shaped runes and markings, splitting Weapon (longsword), rare
weapons cause ammunition fired from it to break into two The blade of this foul sword is made of black iron and is
identical missiles, each of which streak toward the target. covered in evil symbols.
Both missiles are identical, and both must be aimed at the You gain a +1 bonus to hit and damage rolls you make with
same target. Make separate attack rolls for the missiles. this magic weapon. When you hit a good-aligned creature
with it, the creature takes an extra 3d6 slashing damage.
Strength Sapping
Every time a strength sapping weapon deals damage, the target Charnel Reaver
must make a DC 14 Strength saving throw. On a failure, the Weapon (battleaxe), rare
target gains a level of exhaustion.
This dwarven war axe, created by duergar smiths, utterly
consumes the physical form of any living creature it slays.
Vile You have a +2 bonus to attack and damage rolls you make
You can use a bonus action to speak the weapon's command
with this magic weapon. When you reduce a creature to 0
word and cause it to radiate necrotic energy.
hit points with it, the creature's body is reduced to mist and
While it does so, it deals an extra 1d6 necrotic damage to
wafts away. The creature can be restored to life only by
any target it hits. The extra damage effect lasts until you use a
means of a true resurrection or a wish spell.
bonus action to speak the command word again or until you
drop or sheathe the weapon.
Bows, crossbows, and slings with this ability bestow the Ebon Lash
Weapon (whip), rare
necrotic energy upon their ammunition.
Created by and for the Red Wizards and their agents, these
Viper black whips affect the minds of creatures they strike.
You can use a bonus action to speak the weapon’s command You have a +1 bonus to hit and damage rolls that you make
word and cause it to transform into a venomous serpent. with this magic weapon.
A viper weapon with the Versatile or Reach properties In addition, when you score a hit with it against a creature,
transforms into a giant poisonous snake, and all others the target must make a DC 12 Wisdom saving throw.
transform into a poisonous snake. On a failure, the creature is incapacitated until the end of
Each viper disappears when it drops to 0 hit points or after its next turn.
1 minute. The viper is friendly to you and your companions. Finally, as an action, you can use the whip’s magic to cast
Roll initiative for the viper, which has its own turns. It obeys the charm person spell. Once you use this ability, you can’t use
any verbal commands that you issue to it (no action required it again until you finish a long rest.
by you). If you don’t issue any commands to it, it defends
itself from hostile creatures, but otherwise take no actions. Everchanging Blade
The GM has the creatures’ statistics. Weapon (longsword), very rare (requires attunement)
Once you use this ability, you can't use it again until 24 Nobody knows from whence these weapons come, but
hours have passed. their magical ability is profound. In one moment, it can be a
simple knife. In another, it can be any single-handed weapon
Weapon Descriptions its owner wants it to be.
You have a +1 bonus to hit and damage rolls that you make
Like armor and shields, many magic weapons are specifically with this magic weapon.
designed to accomplish a certain task, from keeping unruly As an action, you can speak the weapon’s command word,
slaves in line to slaying good creatures more easily. causing it to expand or contract into any single-handed
simple or martial weapon you choose. No matter what its
Angelkiller form, it retains its +1 bonus.
Weapon (greatsword), rare (requires attunement)
9
Final Rest a notched and rusty blade. In darkness, all its flaws fade and a
Weapon (longsword), rare soft violet light washes the weapon from point to pommel.
An assassin’s weapon if ever there was one, it is a
While such weapons are usually found in the hands of good weapon forged for dark deeds that works best when
(or at least neutral) crusaders who loathe the undead, sages cloaked in shadow.
in Impiltur are convinced these swords were instead created While you hold the dagger, you have darkvision out to a
to provide a certain amount of insurance for necromancers. range of 60 feet.
Ancient scrolls from Nar and Raumathar suggest that these While you're in darkness, you have a +1 bonus to hit
ornate swords were enchanted by necromancers and given and damage rolls you make with this magic weapon. While
to guards whose task was to stand by and watch while the you're in bright light, you have a -2 penalty to hit and
necromancers worked; if any of their undead creations damage rolls you make with this weapon, which isn't magic.
showed too much unlife, the guards were charged to use In dim light, the dagger is a normal weapon.
their swords to send the foul death-spawn to their final rest, In addition, as an action you can use the dagger's magic to
hence the name. cast the darkness spell. You can see through darkness created
You have a +1 bonus to hit and damage rolls made with in this way.
this magic weapon. When you hit an undead with this
weapon, the undead takes an extra 3d6 slashing damage.
Nightblade
Weapon (dagger), rare
Hand Spinneret
Weapon (hand crossbow), very rare (requires attunement) The Red Wizards of Thay craft these black-bladed daggers
for their many spies.
As all know, the drow of Menzoberranzan, Ched Nasad, You have a +1 bonus to hit and damage rolls that you make
and other Underdark cities have a high regard for hand with this magic weapon.
crossbows. Certain favored agents of the matron mothers are In addition, when you hit a good-aligned creature with
given hand spinnerets to aid them in their missions. it, that creature must succeed on a DC 16 Wisdom saving
You have a +2 bonus to hit and damage rolls that you throw or be frightened of you for 1 minute. The creature can
make with this magic weapon. In addition, as an action, you repeat the saving throw at the end of each of its turns, ending
can use the weapon’s magic to cast the web spell. Once you the effect on itself on a success.
use this ability, you can’t use it again until you finish a short
or long rest.
Harrowheart
Weapon (rapier), very rare (requires attunement)
Manyfang Dagger
Weapon (dagger), very rare
Midnight Blade
Weapon (dagger), very rare (requires attunement)
10
Scourge of Fangs target takes an extra 1d8 lightning damage. In addition, as an
Weapon (flail), rare action you can use the weapon’s magic to cast the lightning
bolt spell. Once you use this ability, you can’t use it again until
Favored by the yuan-ti and drow clerics of Lolth, a scourge of you finish a short or long rest.
fangs has a handle made of adamantine and five serpentine
constructs as lashes.
You have a +1 bonus to hit and damage rolls that you make
Trespasser
Weapon (greatsword), legendary (requires attunement)
with this magic weapon.
When you score a hit with it, the serpents strike, dealing Deep in the Underdark—and hidden in other places in the
2d4 slashing damage instead of bludgeoning damage. In world—the mind flayers weave their intricate and nefarious
addition, the target must make a DC 14 Constitution saving plots. Illithids create powerful items with which they arm
throw. On a failure, the target takes an extra 2d4 poison their servants, and Trespasser is one of the most famous.
damage and is poisoned for 1 minute. On a success, it takes Trespasser was last seen in the hands of the Dead Rats gang
half as much poison damage and isn’t poisoned. A creature in Neverwinter, who stole it from the remnants of the illithid
can repeat the saving throw at the end of each of its turns, colony when the Underchasm was sealed. Whether they still
ending the effect on itself on a success. have it is unknown.
If a good-aligned creature tries to wield the scourge, the You have a +2 bonus to hit and damage rolls that you make
first time the scourge is used in combat the snakes attack the with this magic weapon.
wielder instead of the intended target. When you score a critical hit with this weapon, its blade
sprouts writhing, metallic tentacles along the cutting edges.
Scourge of Tiamat The blade shears off the top of the target’s skull, and the
Weapon (whip), very rare (requires attunement) tentacles pull out its brain. The creature dies if it can’t
survive without the lost brain. A creature is immune to this
These corrosive viper whips are greatly prized by priests effect if it is immune to slashing damage, doesn’t have or
of Tiamat. The weapons were first devised in an ancient need a head, has legendary actions, or the GM decides that
sarrukh realm located in what is now southern Mulhorand, the creature is too big for its head to be cut off with this
and it is no longer known how they’re made. Most of the weapon. Such a creature instead takes an extra 6d8 slashing
existing scourges of Tiamat have been recovered from the damage from the hit.
scattered remnants of sarrukh civilization.
In addition to its normal properties, as an action you can
use a scourge of Tiamat to spit its corrosive venom up to 30
feet as a ranged weapon attack. On a hit, the target takes 1d6
acid damage, 1d6 poison damage, and must succeed on a DC
16 Constitution saving throw or be poisoned for 1 minute. A
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Skull Blade
Weapon (longsword), rare
11
Miscellaneous Magic Belt of the Dread Emperor
Wondrous item, legendary (requires attunement by a spellcaster)
M
any magic items were designed to
This thick leather belt is embossed with figures cowering in
defeat evil (for example, maces of
fear. There are six lengths of chain attached to the belt, and
disruption, which destroy the foul undead).
at the end of each chain is a shiny steel manacle.
In the same way, many magic items in
While you wear the belt, if a willing (or dominated or
common use today were once exclusively
helpless) humanoid creature is attached to the belt by a
associated with villains and evildoers.
chain and a manacle, you can draw magical energy from that
Daggers of venom, for example, were created by yuan-ti.
creature to power your spells. As an action, you can cast a
Hereafter follows a selection of miscellaneous magic items
spell you have prepared by using a chained creature's hit
created with nefarious intent.
points instead of expending a spell slot. A chained creature
takes necrotic damage equal to 10 times the slot level you
Wondrous Items want to use. For example, a 2nd-level spell causes 20 necrotic
damage, and an 8th-level spell slot causes 80 necrotic
Many, storied, and clever are the magic items used by
damage. You can only draw from one creature at a time. If
villains, from poisoned apples that put maidens to sleep to
the chained creature does not have enough hit points left to
gauntlets that strip flesh from bone, from flowers that poison
power a desired spell, the spell fails and the creature dies. If a
lovers to staves that let you melt into shadow. Hereafter
creature is reduced to 0 hit points in this way, it dies, and its
follows a selection of villainous magic.
body is instantly reduced to ash.
The creature can be restored to life only by means of a true
Antimagic Torc resurrection or a wish spell.
Wondrous item, legendary (requires attunement)
Little is known about these ornate golden neckbands, save Bracers of Suffering
that they are of a fantastic age. The design is like nothing Wondrous item, uncommon (requires attunement)
seen in Faerûn.
Ennui defines a shadar-kai's existence. Some go so far as to
While you wear the torc, you can use an action to speak its
mutilate themselves so they can at least feel something, no
command word to cast the antimagic field spell on yourself.
matter how small. Shadar-kai call bracers of suffering "gal-
Once you use this ability, you can’t use it again until you
ralan" and wear them to help focus the mind.
finish a long rest.
When you attune to the bracers, the spines inside bite
deep into the flesh. Roll a hit die, add your Constitution
modifier (if any), and subtract that number from your hit
point maximum. In addition, while you wear the bracers
you gain a +1 bonus to saving throws you make against
charm and dominate spells, as well as the incapacitated and
stunned conditions.
Boots of Tremorsense
Wondrous item, uncommon (requires attunement)
12
As an action, you can use the camellia’s magic to target a these days; sages say it’s obvious the Netherese mined out all
creature within range that can see, hear, and understand existing veins of chardalyn ore.
you. The target must succeed on a DC 18 Wisdom saving When you find a chardalyn, you can make a DC 14
throw or be affected as though by a dominate person spell Intelligence (Arcana) check. On a success, you identify the
for 1 minute. spell the rock holds and what spell slot level was used to
When the duration ends, the target must make a DC 18 imbue the rock with the spell.
Constitution saving throw, taking 4d10 poison damage on a A chardalyn is a light thrown weapon with a range of
failed save, or half as much damage on a successful one. 20/60. As an action you can throw a chardalyn at a target
Once it’s used, a camellia crumbles to dust and is destroyed. within range. On impact, the spell it contains is released, and
the chardalyn is destroyed.
Cephalometer
Wondrous item, very rare (requires attunement) Circlet of Seven Serpents
Wondrous item, very rare (requires attunement)
The illithids have created many very strange tools which
resemble magic items but are usually powered by psionics. In Sages say these circlets were devised by the nagas who
any case, evil creatures the world over find them useful. This inhabit the Nagawater and Nagaflow in the ancient empire
set of curved, iron calipers measure a creature’s head size. of Chondath.
As an action, you can fit them to a willing or restrained A circlet is fashioned from a single piece of stone carved
creature’s head. If you do, you can use the cephalometer’s to resemble intertwined snakes. The serpents’ eyes are tiny
power to cast the dominate person or feeblemind spell on that emeralds, and the serpents’ scales are chased with silver
creature. An unwilling creature can make a saving throw and platinum.
listed in the spell’s description, using your spell save DC or While you wear the circlet, as an action you can cast the
DC 17, whichever is higher. mage hand or true strike cantrips. In addition, as an action
You can attempt to use this ability in combat against an you can use the circlet’s magic to cast the charm monster spell.
unwilling creature within 5 feet of you. Make a melee spell Once you use this latter ability, you can’t use it again until
attack with disadvantage. On a hit, you can use the device as the next dawn.
described above.
In addition to the powers noted above, when you apply Cloak of Stone
the cephalometer to the head of a willing or restrained subject Wondrous item, rare (requires attunement)
you can conduct a mind probe for up to 10 minutes. An
Another example of the very specialized magic devised by
unwilling subject can make a DC 17 Charisma saving throw;
duergar for their slave-taking raiding parties, these mottled
on a success, the cephalometer fails to function.
gray cloaks help the wearer blend into natural stone—in
You access all the subject’s memories and knowledge, from
some cases literally.
deeply suppressed memories to what the victim had for
While you wear this cloak with its hood up, Wisdom
lunch. You can can telepathically pose one question, and the
(Perception) checks made to see you have disadvantage, and
cephalometer extracts the answer from the subject’s brain and
you have advantage on Dexterity (Stealth) checks made to
relays it directly to yours. These answers are to the best of
hide, as the cloak’s color shifts to camouflage you. Pulling the
the victim’s knowledge. You and the subject needn’t share a
hood up or down requires an action.
language. An unwilling subject can make a DC 17 Charisma
In addition, as an action you can use the cloak’s magic to
saving throw; on a success, the cephalometer fails to function.
cast the meld into stone spell. Once you use this ability, you
The cephalometer may be used to probe a sleeping subject,
can’t use it again until you finish a short or long rest.
and a sleeping subject has disadvantage on the saving throw.
13
Daylight Pellet
Wondrous item, rare
Flensing Gauntlet
Wondrous item, very rare (requires attunement)
14
Gauntlet of Disintegration Gloves of Burrowing
Wondrous item, very rare (requires attunement) Wondrous item, rare (requires attunement)
These powerful leather gloves are often kept as a last-ditch Like the drow, the duergar are very, very clever in the
defense by wizards who agree that the best defense is a good magic items they enchant. These thick leather gauntlets are
offense. Some say they are created by beholders for their festooned with scrawls that bend the mind, presumably a
most trusted minions, but this is madness, since everyone remnant of the duergar’s enslavement by the illithids.
knows beholders trust no one. While you wear the gloves, you can use an action to speak
While you wear the glove, you can use an action to cast the command word and gain a burrow speed of 20 feet for 10
the disintegrate spell, using your spell save DC or DC 16, minutes. Once you use this ability, you can’t use it again until
whichever is higher. Once you use this ability, you can’t use you finish a short or long rest.
it again until 24 hours have passed.
Greater Piwafwi
Gem of Psychic Poison Wondrous item, rare (requires attunement)
Wondrous item, very rare (requires attunement)
Seldom given to any save the most trusted of a drow
These gems are purple, shot with streaks of blue. matron mother’s servants—and the term “trusted” is entirely
While it's in your possession, it poisons you so that anyone relative in this context—these black cloaks are treasured by
casting a mind-affecting or divination spell targeting you is their wearers.
affected with a feeblemind spell. While you wear the cloak, you have all the benefits of a
cloak of elvenkind, and you also have resistance to fire damage.
Girdle of Skulls Lesser piwafwi are simply cloaks of elvenkind.
Wondrous item, rare
This belt can create servants to protect you in battle. By Heaven’s Thorn
Wondrous item, rare
plucking a skull from the belt, you can call forth a skeleton to
do your bidding. This dark green, dagger-sized thorn has a sharp point, but it
This girdle has 1d6 + 3 skulls hanging from it. You can use makes a poor weapon because it is too brittle and fragile.
an action to detach a skull and throw it up to 60 feet away. You can make a melee spell or unarmed attack with
When it reaches the end of its trajectory, the bead transforms it. When you score a hit with it against a good-aligned
into a skeleton. creature, it releases terrible energy, and the target is stunned
Each skeleton disappears when it drops to 0 hit points or for 1d4 rounds.
after an hour passes.
The skeleton is friendly to you and your companions. Roll Hook of Dissolution
initiative for the skeleton, which has its own turns. It obeys Wondrous item, rare
any verbal commands that you issue to it (no action required
This wicked-looking metal hook is a sharp, rusty hunk of
by you). If you don't issue any commands to it, it defends
steel about 9 inches long.
itself from hostile creatures, but otherwise takes no actions.
As an action, you can skewer a helpless creature. At the
The GM has the skeleton's statistics.
start of each or the creature's turns, it must make a DC 18
You can hurl multiple skulls, or even the whole girdle,
Constitution saving throw. On a failed save, the creature
as one action. When you do so, increase the number of
takes 3d6 + 15 necrotic damage.
skeletons by 1 for each skull beyond the first.
The target is disintegrated if this damage leaves it with
0 hit points.
Glove of Venom A disintegrated creature and everything it is wearing and
Wondrous item, rare (requires attunement)
carrying, except magic items, are reduced to a pile of fine
Coveted by assassins of many lands, these supple gloves are gray dust. The creature can be restored to life only by means
crafted from the skins of venomous snakes or woven from of a true resurrection or a wish spell.
the fur of giant spiders.
While you wear the glove, you can use an action to Iron Maiden of Preservation
activate its magic and make an unarmed attack. On a hit, the Wondrous item, rare
target takes 4d10 poison damage. In addition, the target must
This torture device is shaped like a coffin and filled with
make a DC 16 Constitution saving throw or be poisoned for
spikes that pierce the flesh. Screams and terror seem to come
1 minute. The target can repeat the saving throw at the end
from it in waves, even when it's empty.
of each of its turns, ending the effect on itself on a success.
A creature inside when the lid is closed takes 1d8 piercing
Once you use this ability, you can’t use it again until you
damage, then at the start of each of its turns it takes an
finish a short or long rest.
additional 1d8 piercing damage.
At the end of each of its turns, the iron maiden restores
1d8 hit point to a creature inside.
15
Thus, the creature inside may take hours or days to die, Skull of Terror
all the while the constant agony and terror as its wounds are Wondrous item, uncommon (requires attunement)
continually inflicted and then healed.
Druids, shamans, and other users of primal magic create
these skulls to drive back those who would despoil the
Necklace of Demons wilderness. A creature that beholds a totem finds their
Wondrous item, very rare
thoughts filled with monstrous images and sensations of pain
This necklace is braided out of human tendons, and has 1d6 and suffering.
+ 3 small black spheres attached to it. While you display the skull where creatures can see it, you
You can use an action to detach a sphere and throw it up have a +1 bonus to your spell save DC when you cast spells
to 60 feet away. When it reaches the end of its trajectory, the that charm, dominate, or cause fear.
sphere shatters, summoning a demon. 1 sphere summons a
demon of CR 1 or less. Slime Pot
You can hurl multiple spheres, or even the whole necklace, Wondrous item, very rare
as one action. When you do so, increase the CR of the
demon you summon by 1 for each sphere beyond the first. This small black pot has a removable lid and an iron handle.
A demon disappears when it drops to 0 hit points or after If you fill the pot with water and some dead animal matter
an hour passes. (a rat's, a severed hand, or similar) 24 hours later a patch of
The demon is friendly to you and your companions. Roll green slime has taken its place. By using an action to carefully
initiative for the demon, which has its own turns. It obeys dump out the pot's contents, you can place the patch of slime
any verbal commands that you issue to it (no action required where you want it. You have no control over or immunity
by you). If you don't issue any commands to it, it defends to the slime.
itself but otherwise take no actions.
The GM has the demon's statistics. Slippers of Shadow-walking
Wondrous item, rare (requires attunement)
Oil of the Lamia Little is known about how these slippers came to be, save
Wondrous item, very rare that they are popular among the Shadow Thieves of Amn, as
The sages of Candlekeep guess the formula for this oil was well as spies and assassins around the Sea of Fallen Stars.
created by an evil lamia wizard. Irrespective of its true origin, When you wear these slippers, whenever you are in dim
this concoction makes magic items more powerful. light or darkness, as a bonus action you can teleport up to 60
When you apply the oil to a magic item that produces an feet to an unoccupied space you can see that is also in dim
effect requiring a creature to make a saving throw, the oil light or darkness. You then have advantage on the first melee
increases the DC of the saving throw by 2. Applying the oil attack you make before the end of the turn.
takes 1 minute, and the oil lasts for 1 hour. The oil is held in
a small flask and will coat one item, no matter the size.
Sanguine Nostrum
Wondrous item, very rare
Shriek Paste
Wondrous item, uncommon
16
Sun Flash Pellet
Wondrous item, rare
Symbol of Demogorgon
Wondrous item, rare (requires attunement)
17
Ring of Antivenom Ring of the Viper
Ring, rare (requires attunement) Ring, rare (requires attunement)
Crafted and worn by those who work around poison and These rings are prized by evil monks of the Order of Long
venomous creatures, these rings are also prized by villains Death, who use them to embody the concept of death and
who gained their position thanks to “robust” methods of pain. They are also sought after by spies, mountebanks,
advancement in evil organizations. and courtesans as cunningly hidden, last-ditch defenses, for
While you wear the ring, you have immunity to poison when the hand that wears a ring of the viper strikes exposes
damage, and you have advantage on saving throws you make flesh, the viper carved into the stone animates to bite and
to avoid the poisoned condition. envenom an enemy.
When you score a hit against a living target with an
Ring of Domination unarmed strike, the target takes 1 piercing damage. In
Ring, legendary (requires attunement) addition, the target must make a DC 14 Constitution saving
throw. On a failure, the target takes 2d6 poison damage is
A hag coven forged the ring of domination to steal the hearts
poisoned for 1 minute. On a success, the target takes half as
of men. The coven had just enough magical power enough to
much damage and isn’t poisoned. The target can repeat the
construct a single ring, and—hags being hags—when the ring
saving throw at the end of each of its turns, ending the effect
was finished the hags turned against each other. While they
on itself on a success.
fought, their slaves rose up and slew them.
While you wear the ring, you have advantage on
Persuasion, Deception, and Intimidation checks you make. Ring of Weeping
Ring, rare (requires attunement)
In addition, as an action you can use the ring's power to
cast the dominate person spell. Creatures you target with the It is not known who first devised these rings (much less
spell have disadvantage on saving throws they make to avoid why), or what magical formula for enchanting a ring could
or end it. Once you use this ability, you can’t use it again until go so horribly wrong. Whatever the creator's intent, this
you finish a long rest. ring bestows weeping, crippling sadness.
As an action, you can touch a sentient humanoid within 5
Ring of Thought Detection feet of you. The target must make a DC 11 Wisdom saving
Ring, uncommon (requires attunement) throw. On a failure, the target is incapacitated until the end
of its next turn, then has disadvantage on attack rolls, saving
These rings are used by spies and assassins to gain
throws, and ability checks for 1d4 rounds. Each time you use
information and gauge their victims’ defenses.
the ring to affect a creature, you have a –1 penalty on attack
This ring has 3 charges, and it regains 1d3 expended
rolls, saving throws, and ability checks for 1d4 rounds.
charges daily at dawn. While wearing the ring, you can
use an action to expend 1 of its charges cast the detect
thoughts spell. Serpent Ring
Ring, very rare (requires attunement)
18
The rod regains 1d8 + 1 expended charges daily at
Rods midnight. If you expend the rod’s last charge, roll a d20. On a
More powerful but less portable than wands, and less potent 1, the rod crumbles into bone dust and is destroyed.
but more handy than staffs, rods occupy a unique niche in
the hierarchy of magic items. Rod of Webspinning
Rod, rare (requires attunement)
Celestial Bane Rod Some say these rods were created by drow wizards. Others
Rod, very rare
point to priestesses of Lolth. In any case, its powers are
Deep blood red in color, this metal rod is about 2 feet long only really attractive to those with an unnatural affinity to
and topped with a curved spike. It was created millennia ago, arachnids. Made of some unknown dark metal, the rods are
during an ancient war between angels and devils. embellished with spider and web designs.
Celestials within 60 feet of the rod have disadvantage on While you hold it, you have a +1 bonus to AC and saving
attack rolls, saving throws, and ability checks. throws against poison. In addition, as an action you can cast
the web spell. Once you use this ability, you can’t use it again
Flesh-Eating Rod until you finish a long rest.
Rod, very rare Finally, you have the following abilities:
Web Sense. While in contact with a web, you know
This black iron rod is carved with the leering faces of
the exact location of any other creature in contact with
demons all along its length. The pain and suffering it inflicts
the same web.
make it desirable only to the cruelest wielders.
Web Walker. You ignore movement restrictions
As an action, you can make a melee weapon attack with
caused by webbing.
this rod. You're proficient with the rod, which counts as
a magic weapon. On a hit, the target takes 2d8 necrotic
damage. In addition, for 1 minute, at the start of each of its
turns the target takes an addition 1d8 necrotic damage. At
the end of each of its turns, the target can make a DC 16
Constitution saving throw with disadvantage, ending the
ongoing damage on itself on a success.
Harrow Rod
Rod, very rare
Evil mages often use these black, slightly twisted metal rods
to melt their victims on the rare occasion they get uppity and
cluster together.
As an action, you use the rod's magic to sprays a
cone of acid.
Each creature in a 60-foot cone must make a DC 17
Dexterity saving throw. A creature takes 8d8 acid damage
on a failed save, or half as much damage on a successful one.
Once you use this ability, you can’t use it again until you
finish a short or long rest.
19
Staffs Spells. While holding the staff, you can use an action to
expend some of its charges to cast one of the following spells
Many powerful spellcasters are villains, and some of them from it, using your spell save DC: stone shape (1 charge), wall
spend their time crafting staffs not known to the wider of stone (2 charges), meld into stone (2 charges), or flesh to stone
world, preferring to customize their creations and keep (3 charges).
them close.
Staff of the Underdark
Staff of Shadows Ring, very rare (requires attunement)
Ring, rare (requires attunement by a spellcaster)
This plain wood staff is highly useful for maneuvering
This staff is carved from ebony enchanted to the hardness of around the Underdark.
tempered steel and is inlaid with mystic runes picked out in This staff can be wielded as a magic quarterstaff that
obsidian and jet. Sages in Candlekeep suspect the Shadovar grants a +1 bonus to attack and damage rolls made with it.
retained the secrets of making these staffs from the days of While holding it, you gain a +1 bonus to Armor Class and
ancient Netheril. saving throws.
This staff can be wielded as a magic quarterstaff that grants The staff has 10 charges and regains 1d8 + 2 expended
a +1 bonus to attack and damage rolls made with it. charges daily at dawn. If you expend the last charge, roll a
The staff has 10 charges. As an action, you can expend 1 d20. On a 1, the staff retains its bonus to attack and damage
or more charges to cast one of the following spells from the rolls but loses all other properties. On a 20, the staff regains
staff, using your spell save DC and spell attack bonus: shadow all charges.
blade (1 charge), shadow of Moil (2 charges). Spells. While holding the staff, you can use an action to
In addition, as an action you can expend a charge to expend 1 or more charges to cast one of the following spells
conjure a shadow. The shadow appears in an unoccupied from the staff, using your spell save DC and spell attack
space that you can see within range. The shadow disappears bonus, or DC 15, whichever is higher: darkvision (1 charge),
when it drops to 0 hit points or after 1 hour passes. gaseous form (2 charges), passwall (3 charges), find the path
The shadow is friendly to you and your companions for (3 charges).
the duration. Roll initiative for the shadow, which has its
own turns. It obeys any verbal commands that you issue to it
(no action required by you). If you don’t issue any commands
to the shadow, it defends itself from hostile creatures but
otherwise takes no actions.
The staff regains 1d8 + 2 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1, the staff
dissipates like a shadow in the noon sun.
Staff of Spiders
Ring, rare (requires attunement by a spellcaster)
20
damage can't be reduced in any way. As an action, you can
Cursed Items make a DC 14 Constitution saving throw, ending the effect
on yourself on a success.
T
he magic items and alternative
rewards presented in this book are all
touched in some way by darkness. Some Potion of Delusion
items are cursed and prevent heroes from Wondrous item, rare
reaching their full potential. Cursed items A potion of delusion always looks like a potion of healing,
often prove a gift as well as a curse, as the and gives the illusion of healing. But it is something
items hereafter show. else entirely.
When you drink this potion, you feel a surge of energy
Cursed Item Descriptions but are surprised to find none of your wounds have healed.
You gain 1d8 + 3 temporary hit points, but lose 1 hit die. In
Sometimes these items are created by a twisted mind and left addition, you move up to your movement toward the nearest
for unsuspecting creatures to find and suffer thereby. Other creature that is hostile to you.
times they're simply the result of an item-enchantment
ritual gone awry.
Slave Ring
Ring, uncommon (requires attunement)
Boots of Many Steps
Wondrous item, uncommon (requires attunement) These rings appear to be rings of protection until they're put
on and attuned.
These mismatched boots promise always appear to offer Cursed. This item is cursed. Attuning to it curses you
the unmatched mobility of a pair of boots of striding and unless the wearer of the master ring (see entry in this book)
springing. The longer one wears them, the greater the keyed to it removes it.
chance for the curse to manifest; eventually you will make
one too many jumps and disappear into a dark and sinister
realm of endless corridors and featureless passages.
While you wear these boots, your walking speed becomes
30 feet, unless your walking speed is higher, and your speed
isn't reduced if you are encumbered or wearing heavy
armor. In addition, you can jump three times the normal
distance, though you can't jump farther than your remaining
movement would allow.
Curse. This item is cursed. Attuning to it curses you until
you are targeted by the remove curse spell or similar magic.
Removing the boots fails to end the curse on you. Whenever
you roll a natural 1 on an attack roll or saving throw, you
disappear into a pocket dimension. At the end of each of
your turns, you can make a DC 12 Charisma saving throw.
On a success, you reappear in the space you last occupied or
in the unoccupied space nearest it.
Cloak of Poison
Wondrous item, rare (requires attunement)
21
Divine Boons You gain resistance to poison damage and a +1 bonus to
Dexterity (Stealth) checks you make.
R
ewards need not always be In addition, whenever you're reduced to less than half
tangible. Other rewards can include divine your hit point maximum, roll a d8. On an odd result,
boons granted by dark gods. In each case, you're incapacitated until the end of your next turn. On
the rewards offer great power to those an even result, you teleport a number of feet equal to the
who use them, though that power comes die roll times 10 and become invisible until the end of
at a risk. your next turn.
Any god can bestow a boon, not just those gods the
adventurer favors. An evil god, for example, might bestow a
boon onto a good hero as a temptation or an ironic reward
Loviatar's Inescapable Pain
Loviatar instructs her devotees to embrace their agony,
for some inadvertent service.
for only through pain can one unite the mortal with the
divine. The Scourge Mistress demands pain and expects her
Asmodeus's Dread Authority followers to provide it. Those who receive his boon feel their
Asmodeus invests you with a portion of the authority with bones grind in their flesh.
which he rules the Nine Hells. A sinister sigil appears in Whenever you're reduced to less than half your hit
the palm of your left hand. The symbol shines when you point maximum, you gain a +1 bonus to hit and damage
use the boon. rolls you make.
Choose a creature you can see within 60 feet of you. That In addition, when you score a hit against a creature using
creature must make a DC 16 Wisdom saving throw. On a melee weapon attack, you can use your reaction to cause
a failure, at the start of each of your turns you can order that creature and other creatures within 10 feet of you to
the creature to move up to half its speed to a location you make a DC 16 Wisdom saving throw. On a failure, a creature
specify. The creature can repeat the saving throw at the start takes 3d8 necrotic damage and is incapacitated for 1 minute,
of each of its turns, ending the effect on itself on a success. wracked with indescribable pain. At the start of each of its
Once you use this boon, you can’t use it again until you finish turns, an affected creature takes an addition 1d8 necrotic
a short rest. damage. An affected creature can repeat the saving throw at
the end of each of its turns, ending the effects on itself on a
Bane's Battle Acumen success. Once you use this boon, you can’t use it again until
The Iron General is the consummate warrior and those you finish a short rest.
with his favor gain a measure of his tactical genius. When
you receive this boon, you assume a sinister appearance:
your eyes become jet black, and through them you can see
opportunities on the battlefield.
Whenever you roll a natural 19 or 20 for an attack roll
using a weapon, a creature you choose within 60 feet of you
can use its reaction to move up to half its speed without
provoking opportunity attacks.
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